-
Posts
575 -
Joined
-
... the forums logged me out while I was typing up my response. Sheesh. I'll try to remember what I said.
I don't mind raids in CoH*, but I'd much prefer it if there didn't have to be raids for endgame shinies. There should be both raids and a solo path, with comparable speed. (Like the DA and other Incarnate solo arcs, only... faster)
*I mind raids in other games, but that's because PUGs in other games tend to scream at me for not knowing the dungeon like the back of my hand already (even when I say it's my first time doing it) and don't have the very gear I'm going into the raid to try to get. CoH's community has spoiled me yet again. -
Quote:I didn't think of this, but I think you may be onto something here. I've always been primarily an Explorer (albeit with bits of Socializer and Achiever, but no Killer at all), and CoH is possibly my favorite game of all time (not just MMO, game).I believe the reason City of Heroes attracts us players more than other superhero MMOs is that the CoH developers decided to appeal to the Bartle Explorer type.
Robert Bartle was a sociologist who categorized MMO players in four types: Achiever, Socializer, Killer, and Explorer. The Explorer is the rarest and the hardest to keep in a game, because they want to explore terrain, game mechanics, and storyline content. That's exactly what CoH gave us: Zones to explore (with badges to prove we were there!), complex game mechanics, and a deep, engrossing storyline.
The other MMOs are focused more on Achievers. (The Marvel MMO appears to be mostly for Killers.) They all feature acquisition of loot as a driving goal, simplified game mechanics, and second-rate story cribbed from known, static properties. There's a little bit for Explorers, but not much.
Explorers were the lifeblood of CoH. They were probably also its downfall, as the Korean market is dominated by Killer/Achiever types, and that is probably what NCSoft has decided to focus upon.
I liked seeing the storylines, and I really liked not having to worry about spending months optimizing my build just to beat one boss. And I really liked how quick and easy it was to level, so I could try out lots of different characters.
After two years, I still haven't seen all the content or seriously played all the archetypes (let alone all the archetype power combinations) like I intended, and I was looking forward to more things to see and more powers to do them with.
And, until the Announcement, the game was still under active development, keeping a few steps ahead of me, so I always had something new to do.
The only other game that's come close is one where the creators actively acknowledge all four types of players (though the players there call the types Hearts, Spades, Diamonds, and Clubs) and try to cater to all of them. It's still more Spades and Hearts than Clubs and Diamonds, though, and its development rate has seriously slowed down, so I wind up playing only for a week or so every few months.
Quote:I'm optimistic that some developer will try again to make a MMO targeted to Explorers. It might not be superhero based, but it's a niche in the market that someone needs to fill. -
Quote:No, that's entirely different. Superdickery is Silver Age (and sometimes Bronze Age) Superman, decades after Siegel and Shuster sold the character to DC.Perfect examples of early-ish Superman. Link possibly NSFW.
About 90% of what's on Superdickery is just covers taken out of context. Silver Age comics frequently involved Superman seeming to be a jerk on the cover, only for the actual story to show that it was actually Superman pulling a trick on someone (or, in some cases, the cover flat-out lies and the scene in question never happens in the story at all). While he did do things that were somewhat illogical or insensitive, it was never to the extremes shown on the cover. By the time the Silver Age arrived, Superman being evil (or even just mean) was supposed to be a surprise to the reader, so they used those "Evil Superman" covers to sell the comics.
The Golden Age Superman was completely different. For him, being a jerk who flaunted his power and ignored the law was right there in the stories themselves, not on a fake-out cover, and it was not only genuine, the reader was meant to root for Superman because he was acting this way. Superman destroying (and not rebuilding) entire neighborhoods full of innocent people, or blowing up cars because their owners got speeding tickets, or ruining people's lives by impersonating them and then getting them fired isn't supposed to be a surprise, it's par for the course for Golden Age Superman.
And it's that Superman, the two-fisted vigilante who acted as if he was above the law (and was loved for it), that Siegel and Shuster created. -
Quote:One problem with that theory:I posted what I'm about to say in another thread, but, Anti, you have to look at it like this: Since NC Soft said the game was no longer profitable it would look insanely bad if they sold the IP and the new studio/developer made a success out of it, even if the success was a small one.
They've never said the game was no longer profitable (especially since, you know, it was), just that it doesn't fit with the new direction they want to take their company in. Unless I missed an announcement somewhere.
.. though, in a sense, I guess that's another reason not to sell an IP they "know" (by which I mean "wrongly think") is going to be in competition with their other titles, even if only relatively minor compared to the numbers they want. (And I say "wrongly think" because it presumes that the death of CoH will immediately send all of its players to NC Soft's other games, which is clearly not going to happen) -
Quote:They do, but it's not the same. Most CO pets are closer to Controller/Dominator style pets.Haven't played enough to talk about control-type characters there.
But if I'm not mistaken, some of the gadget-based ATs acquire pets.
I like the "Three minion, two lieutenant, one boss" structure of the Mastermind, and the wide variety of types (including three different types of human "pets"), and CO doesn't have that, just a bunch of different random pets scattered through out its various powersets.
I could make a rough approximation of my Robots mastermind there (but without the Assault bot), but nothing close to Ninjas, Thugs, or Mercs, and only a single Beast or Demon pet.
And I'm not sure it supports my favorite style of Masterminding: sitting back and letting the pets do most of the work, like an actual fictional mastermind. I direct them, they do the damage. My job is to keep an eye on everyone's health bars and throw out buffs, debuffs, and heals as required, not to attack the enemy directly.
Quote:Yeah. Dealing with that somewhat myself. My "tank" plays more like a scrapper at this point.
I dive in, then spam foot stomp with a little buildup and stuff just dies.
The only thing that's making me feel less than "super" is the fact that more than about 8 enemies and I'm toast. No matter what.
Quote:Really? I feel like these days in CoX I feel more significant and powerful than any of the "npc" heroes. And in the mission text they make it seem like you are pretty much one of the strongest, if not THE strongest being on earth(the SSAs in particular really highlight this). My fully IOed and Incarnate-powered hero can solo damn near anything short of a GM, but thats purely because I cant out damage thier regen as a scrapper. I still feel like nothing will ever compare to leaping into a giant mob of villains, firing off vorpal judgement and watching 20-40 bodies hit the floor instantly.
CO Invulnerability only seems to give 27% resist, but the Wiki says it scales with super stats, but doesn't explain how it scales or what it maxes out at (or if it maxes out at all). Can I hit 90% there, too? -
The problem here is, of course, "best" is different from person to person, so some of the ideas for a "perfect" game in this thread turn me off.
For example, if there was heavy PvP on day 1 and lots of twitch gaming, I wouldn't play. I hate PvP (unless it's extremely casual and very very optional, and even then I wouldn't do it much), and even the slower gameplay of CoH sometimes overwhelms me when there's a lot of enemies around (so I don't want something even faster).
I just sort of want CoH But More, rather than an all-new game. I've been playing games since the 1970s, and CoH was the first one to scratch every gaming itch I have. And it still is, even as it's in its death throes.
I'm not saying that CoH was itself perfect, but it's the closest I've come to perfection — in any genre, superhero or otherwise. -
Especially since "Superman" as we picture him today is nothing like the character Siegel and Shuster created. Back then, he was no Boy Scout, no paragon of virtue for the whole world to look up to. He was a two-fisted take-no-crap vigilante, as much of an urban legend as Batman. He didn't care about legal procedures and would even take down the cops if they interfered with what he considered justice.
(And, yes, I was aware of that long before the recent Cracked article showcasing some of Superman's earliest adventures, but that article is a beautiful illustration of all the lines Superman was willing to cross for "justice") -
I think we're moving into the Acceptance phase of grief. I'm actually looking forward to installing Champions (which I can only do after I clear off some HD space. Which will happen on December 1st), despite my many many issues with it.
I'll miss my Masterminds and my Dominators a lot, but I'm vaguely excited at the idea of putting together a Freeform character. (Or several Freeform characters)
I just hope defensive powers in CO live up to their hype. That's going to be the deal-breaker for me. My Unleashed was not as sturdy as I expected, but that was before I read through their (woefully incomplete) wiki and learned a little bit about how CO's mechanics work, and that "melee" didn't automatically equal "class with damage reduction" like it does in CoH. If my Tank or Hybrid with the Invulnerability passive is still getting easily KO'd by a a group of two or three punks with handguns at the easiest difficulty setting, I'm out of there.
(All that said, if Paragon Studios reforms and starts active development on CoH again, I'll be back to CoH in a heartbeat and never look back) -
It isn't just vaguely like Diablo, the project is being headed up by David Brevik, the same guy who created Diablo 1 and 2. Early reviews are calling the game a throwback to Diablo 2.
I certainly wouldn't mind playing it, but it's not going to be a replacement for CoH. -
Every good-bye topic makes me just a little bit sadder. There's nothing out there like CoH, and it's people like you that made it that way.
-
I think I figured out why CO doesn't quite do it for me. It's not the game mechanics (well, not entirely the game mechanics), but that it doesn't have the same sense of being "alive" that CoH had. CoH had devs who were always adding new things and excited to be doing so. Just think of all the new powersets and costume sets that were in the pipeline, on top of all the new story arcs and metagame twists and turns. Even if everyone didn't always like where the world's story was going, you couldn't say it wasn't going somewhere. The game was not stagnant in any sense of the word.
Compare that to CO, which has deathly-silent devs and very little information on anything upcoming. If there are any new powersets or costumes in the pipeline there, they're not even hinting that they exist, let alone having weekly coffeetalk videos showing them off. If there are any new developments in the "Dr. Destroyer Returns!" metaplot going on, there's no hints that they're coming. (At least, I can't find any hints of such on the official CO forums. Their latest test build just has a few powers tweaks and bugfixes, nothing exciting, and the devs don't seem to communicate with players at all) -
http://massively.joystiq.com/2012/10...g-city-of-her/
CoH isn't perfect, but it was a game that, up until August 31, was still evolving, still changing, still improving. Everyone's "pet issue", if not immediately on the table, was still at least being heard by the developers. There was not only new stuff for new characters to do, there were quality of life improvements for all characters, new and old.
I think that's what I'll miss most of all. Even now, I get a pang when I look at my characters on Live and think of what was in store for them in I24 and beyond (especially my poor Blaster, my first-ever character who still isn't 50, but also my Dominator, who I bought sets for specifically in anticipation of the change to set bonuses in I24). -
I really don't understand how the game that caught on is not the one where you can be literally anything you want, look any way you want, and have nearly any combination of powers (and still be effective!); but the ones where your only options are to look and play exactly like everyone else or get shunned and/or mocked for not looking and playing exactly like everyone else.
-
Quote:As already said... no, it was definitely the Unlimited costume. I liked it because of the Stealth ability. Most non-bosses didn't even know I was there.That was the Spider-Man 2099 costume, which looked extremely similar.
(The 2099 costume was in the game, too, but its special ability was Double Damage, so I know I didn't mix them up) -
I don't see anyone tearing down CO's community, either (not even GG, unless I just missed those posts). In fact, it's that welcoming community that makes me want to give the game a second (well, fifth or sixth) chance despite its flaws.
-
Quote:... that sounds like it destroys a huge part of what I love about leveling in CoH, looking forward to the next cool power and, when I get it, integrating it into my attack chain and overall fighting strategy.Oh god this. Even within sets there are so many "flavor" powers that you take just for concepts (and because you have to take something). *Note: That "Flavor power" is used, and was created by the CO community, so it's not just a personal opinion.
Take the Earth power set. Literally the first power you can pick out of the tutorial is Tremor. A ranged, AoE, supreme damage attack that kills most mobs (including lieutenants) with two hits. Has no cool-down, uses minimal energy, and has incredible knock-up, meaning that most mobs cant even get up by the time you line up the second attack.
I used this attack. And solely this attack, from level 8-30. And at level 30 I finally picked up a single damage attack that did slightly more damage than tremor with the right buffs. Although I still kept Tremor as my staple attack.
What an incredibly boring 22 levels that was.
It sounds like, if I wind up playing CO, I'll just be taking two actual attack powers, a couple of buffs/passives, and just filling in the rest with summons. Because I like summons. -
I can't remember where I read it now, but Paragon had started hiring again about a week before the news came down. Furthermore, War Witch is quoted as saying "We were doing so WELL!" in response to the news.
If there were signs, Paragon missed them, too. -
Toonami has never really been an "anime-only" block. Looking over their historical lineups, they've always had at least one Western-animation show on it at all times, and sometimes the lineup was dominated by them. So I'm not surprised that Sym-Bionic Titan and Thundercats are on there.
Sadly, I don't get Cartoon Network where I am. -
You'll note that in all my comparisons between the two games, the graphics are not among my complaints or complements. I don't particularly love CO's graphics, but I don't hate them, either.
My complaints are, as noted, a way-too-tough tutorial (which makes me wary about how much the rest of the game is just going to frustrate and annoy me rather than make me feel heroic), and the lack of "concepts" within powersets (which essentially turns my Electric Brute and my Electric Blaster into the same CO character) as well as an overall lack of powersets and power styles (which entirely eliminates my Staff/Dark Brute, as well as all my Masterminds and Dominators) with the only trade-off being able to make Jack-Of-All-Trades characters (who have to spread around their stats so much that they're overall weaker than a focused character - that's the problem with stat-based systems) -
I never watched the cartoon much, but the Spider-Man Unlimited costume was my favorite costume in the old N64 Spider-Man game.
I think the Thing cartoon (from Fred and Barney Meet The Thing) was pretty bad in and of itself, but there was an interesting premise there. "Benjy" wasn't really a teenager - he was the adult Ben Grimm who, due to a cure gone wrong, was trapped between being a scrawny clumsy teenager who everyone looks down on, and being The Ever-Lovin' Blue-Eyed Thing, who is loved the world over. And he hates being the Thing so much that even the scrawny teen that everyone mocks is a better option to him. The show itself doesn't do much with that premise (other than actually mentioning his self-loathing outright in the second episode!) but a modern take on it would be a very different show. -
It still just blows my mind that a company can make more money by refusing to let people give them money for a service they want. If tens of thousands of people were lining up to give me money, I wouldn't turn it down, but I guess that's why I'm not the CEO of a big corporation.
-
That's exactly how I've been saying NC Soft should have shut the game down. I'm absolutely certain that playerbase wouldn't have been anywhere near as angry (and the Save COH movement wouldn't have gained the traction they did) if NC Soft had shut the game down more graudally.
Instead, we get the corporate-speak that firing all the devs without warning and leaving I24 (possibly the most hugely-anticipated update of the entire game's history, with features players have been begging for for years finally put into the game) hanging in limbo is somehow "going out on a high note". -
My biggest problem is the lack of concept variety in CO powersets. I've said this before, but I think it bears repeating.
Let me use two of my CoH characters as examples. One is an Elec/Elec Blaster, the other is an Elec/Inv Brute. In CoH, they are entirely different characters with entirely different playstyles.
In CO, were I to try to recreate these characters, they'd be almost identical, because there's only one Electric powerset in CO. They'd have different Roles and different Passives, but they'd have the same attack powers.
And it's not just Electricity. In CoH, if you want to make, say, "a fire-based character", there's still lots of choices for powersets and playstyles (Fire Melee, Fire Armor, Fire Blast, Fire Manipulation, Fire Control, Fire Assault, and/or Thermal Radiation, plus the half-dozen fire-based Epic powersets, Flame/Fire/Blaze/Pyre/Heat mastery). In CO, if you want to make a fire-based character, you pick the Fire set, and that's it. You shoot fire.
Admittedly, what CO does better is not single-element themes, it's mixing and matching. If you want a character who shoots fire, lightning, and ice, while summoning support robots and stone golems, with Invulnerability as a defensive power, you can do that in CO. (The problem with mixing-and-matching, however, is that then you have to worry about which stats support what attacks, and a jack-of-all-trades with stats spread thin is weaker overall than a specialist with one really high Super Stat supporting all their skills) -
Let me preface this by saying I agree entirely with Tony V's statement, and that I'm definitely hoping the game will be saved somehow.
I just wanted to point out that, barring a miracle, there is pretty much no chance that the game will be saved before the November 30th shutdown. I fully expect, come December 1st, there will no longer be a City of Heroes.
On the other other hand, I also don't think this means that November 30th is "the end". The game being saved does not require that the game still be playable while the negotiators and the lawyers sit in their boardrooms and talk.
As long as the software exists (and it will, becuase I doubt everyone will just delete the client, where most of the coding is), there is always still a chance that the game will be revived in some way, shape, or form in the future. If the game is saved, it probably won't reopen until sometime 2013 at the earliest. -
Champions Online can be run on a Mac using the Star Trek Online wrapper. That's how my wife installed it on her Mac.
I have no intention of trying GW2 for the Mac, but that's not out of any anti-NCSoft sentiment, it's that the system specs for my computer are approximately half of what the bare minimum requirements for it are. (My computer's only three years old, but it's apparently not new enough)